프로퍼티 | 타입 | 설명 | |
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passId | int |
프로퍼티 | 타입 | 설명 | |
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nextPassId | int | ||
passLock | Object | ||
queuedForDeletion | bool | ||
shadowCasterVertexProgramUsage | GpuProgramUsage | ||
textureUnitStates | TextureUnitStateList |
프로퍼티 | 타입 | 설명 | |
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Load | void | ||
NotifyNeedsRecompile | void | ||
RecalculateHash | void | ||
Unload | void | ||
UpdateAutoParams | void |
메소드 | 설명 | |
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AddTextureUnitState ( |
Adds the passed in TextureUnitState, to the existing Pass.
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ApplyTextureAliases ( string>.Dictionary |
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Clone ( |
Method for cloning a Pass object.
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CopyTo ( |
Copy the details of this pass to the target pass.
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CreateTextureUnitState ( ) : |
Overloaded method.
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CreateTextureUnitState ( string textureName ) : |
Overloaded method.
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CreateTextureUnitState ( string textureName, int texCoordSet ) : |
Inserts a new TextureUnitState object into the Pass. This unit is is added on top of all previous texture units. Applies to both fixed-function and programmable passes. |
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DirtyHash ( ) : void |
Mark the hash for this pass as dirty.
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GetHashCode ( ) : int |
Gets the 'hash' of this pass, ie a precomputed number to use for sorting. This hash is used to sort passes, and for this reason the pass is hashed using firstly its index (so that all passes are rendered in order), then by the textures which it's TextureUnitState instances are using. |
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GetTextureUnitState ( int index ) : |
Gets a reference to the TextureUnitState for this pass at the specified indx.
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Pass ( |
Default constructor.
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ProcessPendingUpdates ( ) : void |
Process all dirty and pending deletion passes.
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QueueForDeletion ( ) : void |
Queue this pass for deletion when appropriate.
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RemoveAllTextureUnitStates ( ) : void |
Removes all texture unit settings from this pass.
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RemoveTextureUnitState ( TextureUnitState state ) : void |
Removes the specified TextureUnitState from this pass.
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RemoveTextureUnitState ( int index ) : void |
Removes the specified TextureUnitState from this pass.
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SetAlphaRejectSettings ( CompareFunction alphaRejectFunction, int value ) : void |
Sets the way the pass will have use alpha to totally reject pixels from the pipeline. The default is This option applies in both the fixed function and the programmable pipeline. |
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SetDepthBias ( float constantBias ) : void | ||
SetDepthBias ( float constantBias, float slopeBias ) : void |
Sets the depth bias to be used for this Pass. When polygons are coplanar, you can get problems with 'depth fighting' (or 'z fighting') where the pixels from the two polys compete for the same screen pixel. This is particularly a problem for decals (polys attached to another surface to represent details such as bulletholes etc.). A way to combat this problem is to use a depth bias to adjust the depth buffer value used for the decal such that it is slightly higher than the true value, ensuring that the decal appears on top. There are two aspects to the biasing, a constant bias value and a slope-relative biasing value, which varies according to the maximum depth slope relative to the camera, ie: finalBias = maxSlope * slopeScaleBias + constantBiasNote that slope scale bias, whilst more accurate, may be ignored by old hardware. |
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SetFog ( bool overrideScene ) : void |
Overloaded method.
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SetFog ( bool overrideScene, FogMode mode ) : void |
Overloaded method.
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SetFog ( bool overrideScene, FogMode mode, ColorEx color ) : void |
Overloaded method.
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SetFog ( bool overrideScene, FogMode mode, ColorEx color, float density ) : void |
Overloaded method.
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SetFog ( bool overrideScene, FogMode mode, ColorEx color, float density, float start, float end ) : void |
Sets the fogging mode applied to this pass. Fogging is an effect that is applied as polys are rendered. Sometimes, you want fog to be applied to an entire scene. Other times, you want it to be applied to a few polygons only. This pass-level specification of fog parameters lets you easily manage both. The SceneManager class also has a SetFog method which applies scene-level fog. This method lets you change the fog behavior for this pass compared to the standard scene-level fog. |
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SetFragmentProgram ( string name ) : void |
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SetFragmentProgram ( string name, bool resetParams ) : void |
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SetGeometryProgram ( string name ) : void |
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SetGeometryProgram ( string name, bool resetParams ) : void |
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SetRunOncePerLight ( bool enabled ) : void | ||
SetRunOncePerLight ( bool enabled, bool onlyForOneLightType ) : void | ||
SetRunOncePerLight ( bool enabled, bool onlyForOneLightType, LightType lightType ) : void |
Sets whether or not this pass should be run once per light which can affect the object being rendered. The default behavior for a pass (when this option is 'false'), is for a pass to be rendered only once, with all the lights which could affect this object set at the same time (up to the maximum lights allowed in the render system, which is typically 8). Setting this option to 'true' changes this behavior, such that instead of trying to issue render this pass once per object, it is run once per light which can affect this object. In this case, only light index 0 is ever used, and is a different light every time the pass is issued, up to the total number of lights which is affecting this object. This has 2 advantages:
Note: The number of times this pass runs is still limited by the maximum number of lights allowed as set in MaxLights, so you will never get more passes than this. |
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SetSceneBlending ( SceneBlendFactor src, SceneBlendFactor dest ) : void |
Allows very fine control of blending this Pass with the existing contents of the scene. Wheras the texture blending operations seen in the TextureUnitState class are concerned with blending between texture layers, this blending is about combining the output of the material as a whole with the existing contents of the rendering target. This blending therefore allows object transparency and other special effects. This version of the method allows complete control over the blending operation, by specifying the source and destination blending factors. The result of the blending operation is: final = (texture * sourceFactor) + (pixel * destFactor) Each of the factors is specified as one of a number of options, as specified in the SceneBlendFactor enumerated type. This method is applicable for both the fixed-function and programmable pipelines. |
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SetSceneBlending ( SceneBlendType type ) : void |
Sets the kind of blending this pass has with the existing contents of the scene. Whereas the texture blending operations seen in the TextureUnitState class are concerned with blending between texture layers, this blending is about combining the output of the Pass as a whole with the existing contents of the rendering target. This blending therefore allows object transparency and other special effects. If all passes in a technique have a scene blend, then the whole technique is considered to be transparent. This method allows you to select one of a number of predefined blending types. If you require more control than this, use the alternative version of this method which allows you to specify source and destination blend factors. This method is applicable for both the fixed-function and programmable pipelines. |
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SetShadowCasterFragmentProgram ( string name ) : void |
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SetShadowCasterVertexProgram ( string name ) : void |
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SetShadowReceiverFragmentProgram ( string name ) : void |
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SetShadowReceiverVertexProgram ( string name ) : void |
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SetVertexProgram ( string name ) : void |
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SetVertexProgram ( string name, bool resetParams ) : void |
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Split ( int numUnits ) : Pass |
Splits this Pass to one which can be handled in the number of texture units specified.
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UpdateAutoParamsLightsOnly ( AutoParamDataSource source ) : void |
Update any automatic light parameters on this pass.
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UpdateAutoParamsNoLights ( AutoParamDataSource source ) : void |
Update any automatic parameters (except lights) on this pass.
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메소드 | 설명 | |
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Load ( ) : void |
Internal method for loading this pass.
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NotifyNeedsRecompile ( ) : void |
Tells the pass that it needs recompilation.
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RecalculateHash ( ) : void |
Internal method for recalculating the hash code used for sorting passes.
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Unload ( ) : void |
Internal method for unloaded this pass.
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UpdateAutoParams ( AutoParamDataSource source, GpuProgramParameters mask ) : void |
public AddTextureUnitState ( |
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state | TextureUnitState to add to this pass. | |
리턴 | void |
public ApplyTextureAliases ( string>.Dictionary |
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aliasList | string>.Dictionary | |
apply | bool | |
리턴 | bool |
public Clone ( |
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parent | Parent technique that will own this cloned Pass. | |
index | int | |
리턴 |
public CopyTo ( |
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target | Destination pass to copy this pass's attributes to. | |
리턴 | void |
public CreateTextureUnitState ( ) : |
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리턴 |
public CreateTextureUnitState ( string textureName ) : |
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textureName | string | The basic name of the texture (i.e. brickwall.jpg) |
리턴 |
public CreateTextureUnitState ( string textureName, int texCoordSet ) : |
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textureName | string | The basic name of the texture (i.e. brickwall.jpg) |
texCoordSet | int | The index of the texture coordinate set to use. |
리턴 |
public GetTextureUnitState ( int index ) : |
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index | int | Index of the state to retreive. |
리턴 |
public Pass ( |
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parent | Technique that owns this Pass. | |
index | int | Index of this pass. |
리턴 | System |
public RemoveTextureUnitState ( TextureUnitState state ) : void | ||
state | TextureUnitState | A reference to the TextureUnitState to remove from this pass. |
리턴 | void |
public RemoveTextureUnitState ( int index ) : void | ||
index | int | Index of the TextureUnitState to remove from this pass. |
리턴 | void |
public SetAlphaRejectSettings ( CompareFunction alphaRejectFunction, int value ) : void | ||
alphaRejectFunction | CompareFunction | The comparison which must pass for the pixel to be written. |
value | int | value against which alpha values will be tested [(0-255] |
리턴 | void |
public SetDepthBias ( float constantBias, float slopeBias ) : void | ||
constantBias | float | The constant bias value, expressed as a factor of the minimum observable depth |
slopeBias | float | The slope-relative bias value, expressed as a factor of the depth slope |
리턴 | void |
public SetFog ( bool overrideScene ) : void | ||
overrideScene | bool | /// If true, you authorise this pass to override the scene's fog params with it's own settings. /// If you specify false, so other parameters are necessary, and this is the default behaviour for passs. /// |
리턴 | void |
public SetFog ( bool overrideScene, FogMode mode ) : void | ||
overrideScene | bool | /// If true, you authorise this pass to override the scene's fog params with it's own settings. /// If you specify false, so other parameters are necessary, and this is the default behaviour for passs. /// |
mode | FogMode |
/// Only applicable if |
리턴 | void |
public SetFog ( bool overrideScene, FogMode mode, ColorEx color ) : void | ||
overrideScene | bool | /// If true, you authorise this pass to override the scene's fog params with it's own settings. /// If you specify false, so other parameters are necessary, and this is the default behaviour for passs. /// |
mode | FogMode |
/// Only applicable if |
color | ColorEx | /// The color of the fog. Either set this to the same as your viewport background color, /// or to blend in with a skydome or skybox. /// |
리턴 | void |
public SetFog ( bool overrideScene, FogMode mode, ColorEx color, float density ) : void | ||
overrideScene | bool | /// If true, you authorise this pass to override the scene's fog params with it's own settings. /// If you specify false, so other parameters are necessary, and this is the default behaviour for passs. /// |
mode | FogMode |
/// Only applicable if |
color | ColorEx | /// The color of the fog. Either set this to the same as your viewport background color, /// or to blend in with a skydome or skybox. /// |
density | float | /// The density of the fog in FogMode.Exp or FogMode.Exp2 mode, as a value between 0 and 1. /// The default is 0.001. /// |
리턴 | void |
public SetFog ( bool overrideScene, FogMode mode, ColorEx color, float density, float start, float end ) : void | ||
overrideScene | bool | /// If true, you authorise this pass to override the scene's fog params with it's own settings. /// If you specify false, so other parameters are necessary, and this is the default behaviour for passs. /// |
mode | FogMode |
/// Only applicable if |
color | ColorEx | /// The color of the fog. Either set this to the same as your viewport background color, /// or to blend in with a skydome or skybox. /// |
density | float | /// The density of the fog in FogMode.Exp or FogMode.Exp2 mode, as a value between 0 and 1. /// The default is 0.001. /// |
start | float | /// Distance in world units at which linear fog starts to encroach. /// Only applicable if mode is FogMode.Linear. /// |
end | float | /// Distance in world units at which linear fog becomes completely opaque. /// Only applicable if mode is FogMode.Linear. /// |
리턴 | void |
public SetFragmentProgram ( string name, bool resetParams ) : void | ||
name | string | |
resetParams | bool | |
리턴 | void |
public SetGeometryProgram ( string name, bool resetParams ) : void | ||
name | string | |
resetParams | bool | |
리턴 | void |
public SetRunOncePerLight ( bool enabled, bool onlyForOneLightType ) : void | ||
enabled | bool | |
onlyForOneLightType | bool | |
리턴 | void |
public SetRunOncePerLight ( bool enabled, bool onlyForOneLightType, LightType lightType ) : void | ||
enabled | bool | Whether this feature is enabled. |
onlyForOneLightType | bool | /// If true, the pass will only be run for a single type of light, other light types will be ignored. /// |
lightType | LightType | The single light type which will be considered for this pass. |
리턴 | void |
public SetSceneBlending ( SceneBlendFactor src, SceneBlendFactor dest ) : void | ||
src | SceneBlendFactor | The source factor in the above calculation, i.e. multiplied by the texture color components. |
dest | SceneBlendFactor | The destination factor in the above calculation, i.e. multiplied by the pixel color components. |
리턴 | void |
public SetSceneBlending ( SceneBlendType type ) : void | ||
type | SceneBlendType | One of the predefined SceneBlendType blending types. |
리턴 | void |
public SetShadowCasterFragmentProgram ( string name ) : void | ||
name | string | |
리턴 | void |
public SetShadowCasterVertexProgram ( string name ) : void | ||
name | string | |
리턴 | void |
public SetShadowReceiverFragmentProgram ( string name ) : void | ||
name | string | |
리턴 | void |
public SetShadowReceiverVertexProgram ( string name ) : void | ||
name | string | |
리턴 | void |
public SetVertexProgram ( string name, bool resetParams ) : void | ||
name | string | |
resetParams | bool | |
리턴 | void |
public Split ( int numUnits ) : Pass | ||
numUnits | int | /// The target number of texture units. /// |
리턴 | Pass |
public UpdateAutoParamsLightsOnly ( AutoParamDataSource source ) : void | ||
source | AutoParamDataSource | |
리턴 | void |
public UpdateAutoParamsNoLights ( AutoParamDataSource source ) : void | ||
source | AutoParamDataSource | |
리턴 | void |
protected GpuProgramUsage shadowCasterVertexProgramUsage | ||
리턴 | GpuProgramUsage |